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Age of Empires 2 Definitive Edition on Xbox — Getting Started

by Team Respawn · ~6 min read · Updated

Intro

This is my walkthrough-style breakdown of how I get moving in Age of Empires II: Definitive Edition on Xbox: training villagers, using the villager priority presets, gathering the right resources early, and stepping through what the game asks for when you age up. I’m aiming for depth without wasting your time—console-specific controls (right trigger radial menus, attack move on X, rally points with the left trigger) show up throughout because that is how I’m actually playing here.

Your start: town center, villagers, and scout

On most maps I spawn with:

  • A town center — my main building and where I produce villagers.
  • Some livestock nearby (cows, turkeys, geese, sheep—whatever the map rolls).
  • Three villagers around the town center.
  • A scouting unit.

My default open is to send those three villagers straight onto the livestock so food income starts immediately. Food is non-negotiable early.

Population, houses, and the town center menu

While they gather, I open the town center with the right trigger, queue villagers from that menu, and set a rally point just off the town center so new villagers are easy to grab. I often queue four villagers to start.

The population readout (top of the screen) matters: if I’m capped, I can’t train more units until I add houses. Y is the quick build input; I assign an early villager to drop a house. Training can stall until that house finishes—worth internalizing so you don’t wonder why the queue stopped.

For this recording I had the map revealed to keep the tutorial readable. In normal matches fog of war hides everything beyond what my units can see.

Scouting and the map

I send the scout out in a loose pattern—there’s no one “correct” direction, but the goals are consistent: find extra resources (gold piles, safe high ground), scout defensible terrain, and get a read on what the opponent is doing. Even when I already know the lay of the land in a tutorial setup, the habit is the same in real games.

What you need to age up from the Dark Age

To leave the Dark Age, I select the town center, open the radial menu, and check the Advance Age option at the bottom. The game states requirements plainly:

  • I need two different “Dark Age buildings” from the listed set.
  • Qualifying options called out in the video: lumber camp, mining camp, mill, dock, and barracks.

What each drop-off does:

  • Mill — food (including farms later).
  • Mining campgold and stone.
  • Lumber campwood (critical because wood pays for more buildings).
  • Dock — fishing and naval play.

In the example I put a lumber camp by a forest: wood fuels more construction, and the camp counts toward the two-building requirement.

Food after livestock

When livestock runs out, I look for the next food on the map:

  • Forage bushes (berry bushes) — each holds 125 food in this explanation.
  • Boar — gives food but fights back unlike passive herd animals. I can force-fire villagers onto it (in the clip I selected villagers and used A on the boar); once it dies, I harvest it like other meat.

Villager priorities (presets)

If juggling individual villagers feels like too much—which is completely fair when you’re new—villager presets are the assist. Click the right stick to open a radial menu of priority pies: each chart shows how villagers will split time across food (red), wood (brown), stone (teal), and gold (yellow).

For a simple “get what I need to age” spread, I used the preset skewed toward food and wood and confirmed with A. Villagers already shift tasks as I train more bodies; the mix updates proportionally when the economy grows.

The economy habit that matters most

I hammer this in every Age II context I teach: keep training villagers whenever you can. More villagers compound gather rates, which makes aging and everything after it easier. Presets also mean a villager who finishes a house can snap back to work without me babysitting every click—though in a raw game that snap-back is something presets smooth over.

Feudal Age: farms and the next age requirements

Advancing to Feudal opens real military options; early aggression in Feudal is common in multiplayer rhythms.

When I move off livestock, fish, boar, and berries, farms are the straightforward stabilizer—though each farm has a finite food total shown on the UI. To keep farms alive I reseed, which costs wood, so I keep villagers on wood to pay for that loop. There’s also an upgrade example that increases food per farm—the idea is farms scale, but they need attention and wood.

To push toward the next age after Feudal, the video states the requirement as two Feudal-age buildings plus 800 food and 200 gold (with gold stacked conveniently in the example).

Military buildings on controller

Economic buildings sit on one radial path; military buildings are separate. While holding right trigger, Y opens the military building menu. The first obvious production building is the barracks (core infantry). After that, archery range and stable branch open depending on plan—I played Britons in the demo, who lean archers, so an archery range made sense as a second pick. A blacksmith unlocks unit-related upgrades and also counts toward advancing when paired with other eligible buildings.

Unit matchups (and the usual exceptions)

The broad triangle I use when explaining combat:

  • Archers beat infantry.
  • Infantry beat cavalry (in the simple story).
  • Cavalry beats archers.

Then I immediately caveat: spearmen counter cavalry, and skirmishers counter archers—so hard counters exist outside the nursery-rhyme triangle.

Moving and fighting on a gamepad

Selection uses a paintbrush style drag while holding A—it feels familiar if you’ve played something like Halo Wars 2 on a controller.

  • A — normal move. Units try to reach the destination even if enemies are along the way (they may walk past threats).
  • Xattack move. Units still path toward the destination, but they engage enemies they encounter on the way—great for sweeping through villagers on farms or blobbing into a fight without clicking each target.

Selecting armies and rally points

  • Left on the D-pad cycles selection groups; hold left and the controller vibrates to select all military. The bottom UI summarizes what’s in the selection.
  • For rally points: select a production building, hold left trigger, then press A on the map—new units path to that rally automatically. I set rallies toward pressure so reinforcements don’t idle at home.

Production buildings and upgrades

If one barracks can’t keep up, I add more of the same building—the video shows triple barracks to “triple pump” infantry. Double-tap A can select all barracks of that type so I queue production once across the group; hold right trigger on the selection to see training progress bars per building.

At the blacksmith, upgrades tweak armor and attack by line—examples mentioned: scale mail for infantry, fletching for archer range—so tech ties directly into how trades play out.

Closing thoughts

The clip closes where I think the fundamentals click: economy → requirements → production → control basics. Age of Empires II can look busy on day one, but the loop itself is learnable—what keeps me hooked is how deep mastery runs years later, with civ nuances and meta still evolving. Playing against the AI until the pieces feel automatic is how I’d ease in; from there, it’s the same game that earned its reputation—now including a serious Xbox control scheme if that’s where you’re learning it.

About the Author

Team Respawn
Team Respawn
Team Respawn creates guides, walkthroughs, and strategy content for RTS games like Halo Wars 2, Age of Empires, and Age of Mythology.

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